L L4D2node

TextMessageGet

0x0021bd30 · 279 bytes · unknown

Decompiled

undefined (0 params)

undefined4 * TextMessageGet(char *param_1)

{
  int iVar1;
  int iVar2;
  undefined1 *puVar3;
  
  iVar1 = _V_stricmp(param_1,"__DEMOMESSAGE__");
  puVar3 = (undefined1 *)&tm_demomessage;
  if (iVar1 != 0) {
    iVar1 = _V_stricmp(param_1,"__NETMESSAGE__1");
    puVar3 = gNetworkTextMessage;
    if (iVar1 != 0) {
      iVar1 = _V_stricmp(param_1,"__NETMESSAGE__2");
      puVar3 = (undefined1 *)0x341940;
      if (iVar1 != 0) {
        iVar1 = _V_stricmp(param_1,"__NETMESSAGE__3");
        puVar3 = (undefined1 *)0x341980;
        if (iVar1 != 0) {
          iVar1 = _V_stricmp(param_1,"__NETMESSAGE__4");
          puVar3 = (undefined1 *)0x3419c0;
          if (iVar1 != 0) {
            iVar1 = _V_stricmp(param_1,"__NETMESSAGE__5");
            puVar3 = (undefined1 *)0x341a00;
            if (iVar1 != 0) {
              iVar1 = _V_stricmp(param_1,"__NETMESSAGE__6");
              puVar3 = (undefined1 *)0x341a40;
              if (iVar1 != 0) {
                iVar1 = 0;
                if (0 < gMessageTableCount) {
                  do {
                    iVar2 = _V_stricmp(param_1,*(char **)(gMessageTable + 0x28 + iVar1 * 0x40));
                    if (iVar2 == 0) {
                      return (undefined4 *)(iVar1 * 0x40 + gMessageTable);
                    }
                    iVar1 = iVar1 + 1;
                  } while (iVar1 < gMessageTableCount);
                }
                puVar3 = (undefined1 *)0x0;
              }
            }
          }
        }
      }
    }
  }
  return (undefined4 *)puVar3;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)